Watch Me Die!

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Watch Me Die!
DieTitle.gif

Release type: Freeware
Release date: March 21, 1996
Levels: 3
Author: A-J Games
Related games: none

By my senior year, Game-Maker was more or less history. I had moved on to music, poetry, short stories, and illustration. Everything that in the past might have tied into game design was now set free.

I even co-edited the student literary magazine, Cereal. It consisted of bad poetry laid out in PageMaker then Xeroxed onto two or three sheets of legal paper. By my second or third issue I was irritating my co-editors by editing and designing the magazine alone. In my defense, it was nearly impossible to get them in the same room at the same time. Though I may have missed out on the spirit of collaboration, I still got the thing published.

For the purposes of Cereal, each editor had an abstract doodle as a portrait. One consisted of puffy hair, glasses, and a mouth. Another, a backwards baseball cap and some facial features. Mine was oval glasses, a nose, ears, eyebrows, and a few dangling strands of hair. This caricature formed the basis of the character in Watch Me Die! (AKA Toad).

Die.gif

From the title on down, the game is a work of ironic apathy. I was creatively tired. I had stopped trying to be flashy or to impress anyone, and had returned to doodling in the vein of Ricci’s Cow Hunt. In the course of an hour or two I would knock out a tile set and a character, then piece together a couple of simple levels. In the case of this game, I made a point of my fatigue. In videogames the most basic measure of success or failure is life or death; even that was beyond my interest.

The character walks as slowly as possible, and looks frenzied while doing it. The idea was to instill a sense of futility. There is also a “skip” move that allows the player to speed up travel at the expense of some control. It is easy to skip over a ledge in one’s frustration with the pace of movement. The character also jumps very precisely and abruptly, with little fanfare. You want the character to cross a gap, or climb an obstacle? Fine. There, it’s done. Happy now? The lack of enthusiasm is almost droll.

Loping along in Watch Me Die!

There are items, and to contrast with the understated character motion they all overstate their importance. Simple pickups might be accompanied with a Hallelujah choir. Hearts can’t be simple heart shapes; they need to be big, throbbing organs. Again it’s all passive frustration with the design conventions and expectations that I felt no joy in rehashing.

DieItems.gif

Within all of this, something began to click. I was bored enough with the post-Miyamoto tropes that I had sort of transcended any rote obedience and begun to search for something, anything to interest me in the design process. What I came to focus on was the moment-by-moment interplay of the character with the environment. Everything else kind of fell away.

From the player’s perspective, Watch Me Die! is all about the controls. They’re simple, crisp, and accurate. The levels are built around the character’s abilities, not to do the player any favors but rather to see how well the player responds in a given situation. Death is easy, but if you die it’s because you screw up. And that’s fine. The game doesn’t dwell on the fact, so neither should you. Just start again from the top, and try not to die again.

It’s only when I gave up that my games began to feel right — less like the work of a fan desperate to replicate something that he loved, and more like a deliberate, professional product. Condense the control mapping so that all the jumping is on one key and the skipping on another, and you could stick Die in an arcade cabinet and it would almost make sense.

Everything good happens only as an afterthought, and so it was with my Game-Maker career. Some thirty-five games in, finally I made something playable — just in time for me to change tracks and leave all of my experience behind.

Story[edit]

I'm in a game. About it.

Instructions[edit]

Level two of Watch Me Die!
left, right = walk those ways
up, home, pgup = jump u, l, r
ins, del = skip l, r

Hearts give energy, E-Js give extra lives.

Avoid ufos and try to find the little square thing (in certain levels) to allow you to finish the scene.

Credits[edit]

Aderack = everything

Availability[edit]

This game was not distributed in any form.

Archive history[edit]

Watch Me Die! was retained as part of the archive from the game's inception.

Links[edit]

Interviews / Articles[edit]

Listings[edit]

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